I'm going to be a little less harsh than others regarding AI but, in my opinion, it doesn't seem problematic for NPCs to use their shield as a cover. I would even go so far as to say that it's a good idea not to send all the units to attack at the same time and to keep some in the back, under cover, to replace those in the front who are eliminated or lose their shield and have to retreat under cover. But the battle is much too short to have a really objective idea of the quality of the AI.
On the other hand, I must recognize that NPCs have the vivacity of a slug and the aim skill of a monkey. I think that's more why the mission seems a bit brainless and you just have to run and jumpack to overwhelm the NPCs. But it's something that can be easily balanced.
Concerning planet, it is really pretty but less gorgeous than the previous ones (maybe because it's an old build). The base is very well integrated in the environment. I don't know if it's procedurally generated or manually positioned but it's a good job.
Graphically, it's globaly good. The resolution of the texture is maybe a bit low and looks a bit too new and smooth. I mean the base seems to have been built only a few days ago.
It also lacks a heat effect. We are supposed to be in an arid desert. I don't know how the heat is supposed to have an impact on such a thin atmosphere, but it must have to blur the vision a bit.
I hope that the FOV will be modifiable independently of the cockpit's one.
The HUD deserve a light sensor, a sound sensor and an indication of the distance from the target. This seems to be the minimum if stealth gameplay would to be encouraged without minimap.
The only thing I find disappointing is the switches. A switch is good for light or triggering an alarm. But to expose a critical component ? To depressurize an whole building ? Please, no ! We're not anymore in the 90's or early 2k's. Especially since there is the possibility to open new gameplays centered around the control of the buildings' control consoles.
But globally, i would say is more a question of balancing and tweaking.